Forum posts

Posted 7 years ago2017-01-30 07:17:05 UTC
in My friend cant connect to my dedicated s Post #333242
If you have a router then you need to open the port used by HL which is 27015... windows firewalls and other crap might prevent it too, not sure... i still dont understand networking well enough. I used to think that some internet providers just dont allow hosting servers but im probably wrong.
Posted 7 years ago2017-01-21 19:20:43 UTC
in Prevent tripmines from blocking doors fr Post #333138
how come theres so many HL coders these days?
Posted 7 years ago2017-01-20 11:08:41 UTC
in Prevent tripmines from blocking doors fr Post #333127
there is func_monsterclip in hl and tripmines are monsters as far as I know, not sure what would happen though. But really blocking stuff in HLDM is part of the game. HL has great physics in a way
Posted 7 years ago2017-01-20 11:05:04 UTC
in Removing HL Steam option menu tabs? Post #333126
you need to email valve to change the menu? damn hl is really moddable. I have seen servers modify your menu through slowhacking
Posted 7 years ago2017-01-17 10:57:59 UTC
in lights.rad Post #333083
i had problems with lights.rad not working... i think its automatically loaded so it has to be beside hlrad.exe
Posted 7 years ago2017-01-16 19:27:51 UTC
in lights.rad Post #333078
when u open the lights.rad do all lines begin with //?

is lights.rad is in the same folder as hlrad.exe?
Posted 7 years ago2017-01-15 13:25:42 UTC
in Prevent tripmines from blocking doors fr Post #333067
without coding i doubt its possible. Why not make a use of it? for example when blocking the blast door in crossfire you could detect if the door did not close and nuke everyone inside as well :P
Posted 7 years ago2017-01-12 13:07:00 UTC
in TWHL4 Design Crowdsourcing Post #333041
when it comes to mobile, when reading the WIP thread you have to load all previous images to see the newest post, quite a waste of mobile data, would be cool if there was a way to to skip them
Posted 7 years ago2017-01-12 08:22:46 UTC
in Floating Weapons - Is it Possible? Post #333037
many years ago i found something similar by vluzacn, a "controller" key with some weird big integer value to use on cycler_sprites for models of characters, like the monster_hev_dead or something to make the torso and head centered because by default its all twisted to one side
Posted 7 years ago2017-01-11 14:00:29 UTC
in Floating Weapons - Is it Possible? Post #333025
holy shit, vluzacn himself with his secret knowledge. seems like hl has no boundries
Posted 7 years ago2017-01-08 08:10:33 UTC
in Floating Weapons - Is it Possible? Post #332985
Without mods its quite a struggle but if its a mod it could easily be animated or even coded
Posted 7 years ago2017-01-01 09:33:57 UTC
in HLDM Server! Post #332931
you should roll back the metamod version or change it to metamod-p because satchels dont work

im gonna love you forever yuki
Posted 7 years ago2016-12-29 19:58:18 UTC
in How to add a particle effect or sprite t Post #332898
oh wow switch, the first tame hl code makes sense
Posted 7 years ago2016-12-29 14:36:25 UTC
in What causes dark shadows? Post #332897
well i see that you are using vluzacns tools, so heres what influences your shadows: the sunlight itself, the skylight and the bounced light, which in vhlt also depends on the brightness of nearby textures... theres quite a lot you can try, you can increase the skylight by adding _diffuse_light under light_environment, to set a custom skylight for example 255 255 255 200. However that will make the "good shadow" lighter as well. You can replace the nearby textures with brighter ones, like if choose a ground texture thats brighter then more light will illuminate that corner. The true solution to this is HDR, the term itself doesn't make much sense but you know what it means. Of course HL doesnt have HDR so you would have to fake it but adding a bunch of weak lights, the more you add, the more natural it will seem, you can use as many as you want because they dont count as entities. If you think its too manual and is unrealistic, youre wrong, because its still closer to HDR than not having it. In most cases they go the easy way and just add a lamp or so... You can try one more thing as well, put a big block in that corner, make it a func_wall_toggle with start off and add a value zhlt_customshadow with value of lets say 1.5, that will fake HDR quite well. What it will do is amplify all light that passes through it by 1.5, preserving your "good shadows" as they are. If you use zhlt_customshdow, you might also need to add -customshadowwithbounce and -rgbtransfers to RAD.

http://zhlt.info/command-reference.html#hlrad
Posted 7 years ago2016-12-26 19:02:05 UTC
in TWHL4 Design Crowdsourcing Post #332860
hate hose ^
always liked the simple old-school bbs style. Never really seen a point in changing designs, visually, sure, but functionality-wise, what for if its fine?
Posted 7 years ago2016-12-22 00:00:21 UTC
in Any way to stop bomb and dropped weapons Post #332811
null would work too, instead of touching the wall like this:
null ]| wall
you would touch it like this, only with the edge:
null 7| wall
then the null wouldnt leave a hole
Posted 7 years ago2016-12-20 14:47:40 UTC
in Maximum texture size Post #332798
1024x256 works but i think it gets rescaled to 512x256 and you end up with a blurry mess like with those non-power-of-2 48, 192 etc
Posted 7 years ago2016-12-18 07:14:53 UTC
in Maximum texture size Post #332774
come on, leave HL as it is ffs&lol. Theres source for crazier stuff
Posted 7 years ago2016-12-10 17:19:52 UTC
in Sledge (Hammer Alternative) Alpha Build Post #332650
wasnt hammers source leaked? i thought thats what jackhammer is based on
Posted 7 years ago2016-12-09 16:05:24 UTC
in Error spamming in console Post #332635
well dallas, texas u should have looked at his picture better
Posted 7 years ago2016-12-07 15:03:50 UTC
in Adding Bunnyhopping to a Mod Post #332611
like i said, thats not enough because valve broke the bhop script, so look in openag. I guess most people dont know what bhop really is
Posted 7 years ago2016-12-07 05:18:17 UTC
in Error spamming in console Post #332602
u can refer to the same entity multiple times in a multi_manager. just add it and it will appear as name, name#1, name#2 or something
Posted 7 years ago2016-12-07 04:40:16 UTC
in Adding Bunnyhopping to a Mod Post #332601
its possible, there is a mod called ag (adrenaline gamer) and it has bhop and there is source code available. Except that the traditional way of bhopping was using a script but valve broke that a few years ago, and its in the engine code, not the game code, so you cant use a script anymore. The ag mod simply has a console variable cl_autojump 1|0 or something... ill try to find the link later

edit: its called OpenAG, there u go https://github.com/YaLTeR/OpenAG
Posted 7 years ago2016-11-21 21:49:09 UTC
in Stronger monsters (more health) possible Post #332388
just make a mod folder and have a custom skill.cfg? liblist.gam is the only thing needed
Posted 7 years ago2016-11-20 23:35:50 UTC
in Startup videos? Post #332372
i didnt play much won hl but if you think that current hl doesnt have bugs, then you clearly spend too much time coding and too little time playing because almost every single weapon and feature is broken in current hl
Posted 7 years ago2016-10-04 22:24:51 UTC
in Post your screenshots! WIP thread Post #331896
they are more likely to offer you a job
Posted 7 years ago2016-10-04 16:39:05 UTC
in Post your screenshots! WIP thread Post #331892
I don't think you are risking anything with Xash, just dont try to make any money off of it. Doesnt take much brain to understand that
Posted 7 years ago2016-10-01 12:37:20 UTC
in editor clipping 3d view Post #331860
get vluzacns grid hack for vhe
Posted 7 years ago2016-09-28 19:56:25 UTC
in Bone rigging issues in 3ds max. Post #331795
I might be wrong but i think rimrook once made a good 3dsmax tut for hl1
Posted 7 years ago2016-09-21 02:33:56 UTC
in Default CS Sprite List Post #331743
well 99% of cs players never purchased cs, so stop mapping and forget it forever!
Posted 7 years ago2016-09-20 20:28:07 UTC
in Default CS Sprite List Post #331740
then u probably cant use default sprites either because all cs maps were made by the community, lol
Posted 7 years ago2016-09-19 23:12:52 UTC
in Default CS Sprite List Post #331735
rename the sprites folder, verify

and dont be afraid to use stuff from other maps, sharing is the best
Posted 7 years ago2016-09-05 13:14:03 UTC
in how to set up cs 1.6 for steam Post #331581
cs is a mod of hl, just use the counterstrike.fgd or whatever its called
Posted 7 years ago2016-08-31 05:43:58 UTC
in How to run Valve Hammer 3.5 on Steam Post #331488
perhaps you need to enable it in the settings? also make sure directories are properly set and the content has to be unpacked, make sure your version of hl doesnt use paks or gcfs. Also I think the .fgd has to be newer, it was released along with 3.5, I think
Posted 7 years ago2016-08-31 03:34:58 UTC
in How to run Valve Hammer 3.5 on Steam Post #331483
3.5 is just the .exe itself, drop it where you installed 3.4 and thats it
Posted 7 years ago2016-08-22 21:15:45 UTC
in Post your screenshots! WIP thread Post #331375
those models seem to be just thin detail on top of brush pillars
Posted 7 years ago2016-08-19 00:29:09 UTC
in Prevent Bomb from Falling Post #331299
I think it's a really bad idea to test a map with "dev" textures, they make it very hard to orient in the map. Use random default textures or smth.

Just make the railing a bit higher and make it either solid or func_wall with { grating. You will still shoot through if it's thin enough.
Posted 7 years ago2016-08-12 05:08:14 UTC
in High ammount of Low poly NPCs vs Low amm Post #331190
most of that big model geometry could be made from wise func_detail brushes... could help
Posted 7 years ago2016-07-28 18:56:25 UTC
in hammer editor light tips and problems ab Post #331009
to mimic glowing buttons and other tiny detail theres a well known method of using a thin glowing layer func_illusionary.

To make specific parts of textures glow your best bet is to use latest vluzacn tools (vhlt), with its new texture lighting functionality its possible
This post was made on a thread that has been deleted.
Posted 7 years ago2016-07-25 15:26:09 UTC
in coding for teamplay. Post #330951
Posted 7 years ago2016-07-03 05:42:42 UTC
in Face Culling Question Post #330653
well the intersecting and cutting is pretty much the same thing, and sticking brushes into each other is one of the coolest things about quake-like mapping, you can easily make interesting and weird shapes without bothering about the tiny sub-unit intersections cause the tools do it for you usually perfecty. However func_walls arent cut

if you want to be that efficient, get VHLT and learn about func_detail, if you wanna be old school, turn on your worldcraft, turn off your internet and shut up lol
Posted 7 years ago2016-07-03 00:39:40 UTC
in Face Culling Question Post #330650
a better option would be to use the new func_detail from latest compile tools for hl1, it has a thing called level of detail or something so you can control who cuts who and stuff, if you really want to
Posted 7 years ago2016-06-26 01:18:48 UTC
in WIP mod maps, textures any TIPs? Post #330610
well to play cs or hl online properly you need at least 100 stable, nothing to laugh at. Detail textures indeed seem like a big hack to the hl engine, although its kind of very inconvenient to map with
Posted 7 years ago2016-06-22 18:34:30 UTC
in How to make zombies move faster? Post #330553
I dont know anything about this but does this have something to do with so called events?
Posted 7 years ago2016-06-11 23:11:26 UTC
in Big, open terrain maps? Post #330388
in fact its +-4k and its vluzacn... lol
Posted 7 years ago2016-06-11 17:13:58 UTC
in Big, open terrain maps? Post #330383
well hl2 map length is 32k units, hl1 is 8k, if im not wrong and ofc the limits are tighter. Visually it might be possible to make large terrains, up to 32k, using large scale textures or models. Check out HLDM maps like eden or karnak

http://aghl.ru/files/maps/hldm_all/eden.zip
http://aghl.ru/files/maps/hldm_all/karnak.zip

also look at the map vault http://twhl.info/vault.php?map=4758
Posted 7 years ago2016-06-03 15:18:22 UTC
in 2 textures with one name Post #330328
i seen custom textures named the same as the original ones in halflife.wad for the sake of sounds (dirt/metal etc) and sometimes the map would load with the halflife.wad textures instead of the custom ones
Posted 7 years ago2016-05-29 20:33:52 UTC
in Post your screenshots! WIP thread Post #330246
good god i see faces in those mirrored palms
Posted 7 years ago2016-05-25 07:51:54 UTC
in Sun lighting problem Post #330225
thats not a solution. what compile tools are you using?